冯乐乐的《Unity Shader入门精要》附带项目,其中部分shader已经修改测试
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unity Shaders Book/Chapter 12/Bloom" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Bloom ("Bloom (RGB)", 2D) = "black" {}
_LuminanceThreshold ("Luminance Threshold", Float) = 0.5
_BlurSize ("Blur Size", Float) = 1.0
}
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
sampler2D _Bloom;
float _LuminanceThreshold;
float _BlurSize;
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f vertExtractBright(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed luminance(fixed4 color) {
return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
}
fixed4 fragExtractBright(v2f i) : SV_Target {
fixed4 c = tex2D(_MainTex, i.uv);
fixed val = clamp(luminance(c) - _LuminanceThreshold, 0.0, 1.0);
return c * val;
}
struct v2fBloom {
float4 pos : SV_POSITION;
half4 uv : TEXCOORD0;
};
v2fBloom vertBloom(appdata_img v) {
v2fBloom o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv.xy = v.texcoord;
o.uv.zw = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0.0)
o.uv.w = 1.0 - o.uv.w;
#endif
return o;
}
fixed4 fragBloom(v2fBloom i) : SV_Target {
return tex2D(_MainTex, i.uv.xy) + tex2D(_Bloom, i.uv.zw);
}
ENDCG
ZTest Always Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vertExtractBright
#pragma fragment fragExtractBright
ENDCG
}
UsePass "Unity Shaders Book/Chapter 12/Gaussian Blur/GAUSSIAN_BLUR_VERTICAL"
UsePass "Unity Shaders Book/Chapter 12/Gaussian Blur/GAUSSIAN_BLUR_HORIZONTAL"
Pass {
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBloom
ENDCG
}
}
FallBack Off
}